DoD_Slavb2
DiGiTalySuICiDl
06-16-2004, 10:38 PM
Yup, I finally got it to compile. But I've run into another problem.. the sky is hardcore screwed up.. You'll see in the picture. but without further delay a picture of the new allied spawn!
The Allied Spawn (http://www.staticbag.net/Matt/slavb2.jpg)
And if anyone knows how to fix my sky box problem I'd really appreciate it!
Gorbachev
06-17-2004, 12:34 AM
I'd be willing to help you out on the skybox thing, you can check my reply on your KK thread.
thats an easy fix ..
you used a wad file with a sky texture that contains CAPS
make sure all sky textures in your wads are lower case
laters
DiGiTalySuICiDl
06-17-2004, 12:33 PM
I thank you IR sir, my sky looks right now.
heres some more pictures of more changes.
Picture 1 (http://www.staticbag.net/Matt/slavb22.jpg)
Picture 2 (http://www.staticbag.net/Matt/slavb23.jpg)
Picture 3 (http://www.staticbag.net/Matt/slavb24.jpg)
Picture 4 (http://www.staticbag.net/Matt/slavb25.jpg)
I should have the new flag system worked out and hopefully I'll get a playtest in this weekend to test it out. Catch you guys later.
Gorbachev
06-17-2004, 03:14 PM
Fallen tree over the river eh? Wonder where I've seen one of those...:rolleyes:
PeeZwee
06-17-2004, 05:00 PM
I like the changes.
I think you polute your map with to much models (car, grass, bushes).
Use less and place them more strategically.
Please fix the direction the players spawn,
i hate facing nowhere or a wall when i respawn ;)
Otherwise fun map to play :).
Andy Whyberd
06-17-2004, 05:21 PM
looks good!
Colonel Forbin
06-17-2004, 10:01 PM
Looks good, but I hope there was something done to ease the flow. In b1 you mostly see a big chokepoint fightout in the river or on the axis side of the map. It seems pointlessly long with 1 route and minor deviations, sorta like Heatau or Zaphod. It's fun for some things, but just to linear and boring when you get a good sized team up there.
I'm really looking forward to the changes, when do you plan to release?
DiGiTalySuICiDl
06-17-2004, 10:21 PM
Yeah, I'm trying to make more paths and more places to go to vary it up a little, but I'm hoping to release by the middle of next week cause I'm to busy this weekend to finish it all.
Godcha
06-17-2004, 11:20 PM
nice one... especially the new lightning!
still looking foward to this! ;)
keep it on m8
bballr4567
06-18-2004, 02:40 AM
Hey man on our server we play Slav probably once a day and we when we do play its great fun.
I really do hope that you get the allies side of the map more filled out. Its always turns into a camp fest at those arches.
Oh well good map anyway and cant wait to get the newer version.
Colonel Forbin
06-25-2004, 07:16 PM
you fix your errors yet, I can't wait to test it out
DiGiTalySuICiDl
06-25-2004, 10:31 PM
Colonel, I fixed the errors.. then I got another one.. I recieve an allocblock full error which I just fixed tonight. All I have left to do is change the lighting around a little to get it back to its original form and I'm good to playtest.
DiGiTalySuICiDl
06-27-2004, 12:00 AM
Heres a quick update. I've worked out all my errors. The map compiles and runs flawlessly. Now I can release now and have the bridge and the allied second flag have r_speeds that at certain angles exceed 1000 or I can wait like a week and change a few more things to reduce them.. lemme know what you guys think I should do untill then heres some teaser pics from the revamped axis second spawn.
This Buildings looking different! (http://www.staticbag.net/Matt/slavb26.jpg)
Hey, where'd that turn come from? (http://www.staticbag.net/Matt/slavb27.jpg)
A great view... of the axis second flag... (http://www.staticbag.net/Matt/slavb28.jpg)
azncoolteen
06-27-2004, 12:07 AM
i love the screens, nicely done with the brushwork and placings. keep up the good work :)
CptMuppet
06-27-2004, 08:15 AM
Wow! I have to say its a long time since I've been quite so impressed by a map, but this looks great.
I can't think of anything negative to say really - except that the bridge looks slightly chunky, but thats it!
Nice to see something original mate!
Colonel Forbin
06-27-2004, 11:52 AM
aw man, the axis second flag was my favourite part of the whole map, the problem was getting there. I can't wait to see what it looks like now.
I hope there aren't random bushes in the passageways like the ones near the 88, that kind of thing really hurt the flow, and seemed to play games with your framerate.
DiGiTalySuICiDl
06-27-2004, 12:00 PM
Colonel, The axis second flag is still about the same, but its a little further up the path and between two corners, I had to pull a "U-Turn" wpoly reduction method.. I made it look as nice as I could though.
Maj.Malfunction
07-02-2004, 11:27 AM
Looking forward to running B2 on my server and will also mirror the download.;) Looks good and can't wait to see your latest.
DiGiTalySuICiDl
07-04-2004, 01:15 AM
Alright guys, we're at the final strech of beta 2's development stages... I have to get the lighting figured out and then I'm all set for a release.... Heres a copy of the overview *which if someone can remake, pm me!*, it shows all the changes and stuff... I'm looking to playtest hopefully like wednesday.. if you know of a server that'll help me out on that please pm me!
The Final Beta 2 Overview!! YAY! (http://www.staticbag.net/Matt/overview2.jpg)
Just lemme know what you all think of the changes and if you can help me out with eithor a playtest or a new overview lemme know! Later all.
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Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.